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Futuristic Nova One - Characters

SilverFlight

Tende altum, volare altius

Characters




Character sheet template


Name:


Race:


Appearance: (detailed description or picture, or a combination of both)


Rank or specialization: (there is no set rank system below the intergalactic council, ranks can be from your character’s own race and home planet)


Weapons and skills:


Personality:


Bio:


Character List


Selene - @sprouhtt


Zorin, Sar'Khad, Seyar - @Abyss


Reyna, Vaz - @SilverFlight


Kthara - @Tarmagon


Luthiel - @avira


Uriel - @zCrookedz


Cooper - @_Line 213


Solia, Rune - @Andraus


Reshim - @Yahaga
 
Last edited by a moderator:

Name:


Selene De'liano


 


Nickname:


The Ghost, Sel or Project S534


 


Gender:


Female


 


Age:


20 years old


 


Race:


Human-ish


 


Appearance:


12d3d3902968fdf1be75512538d584b9.jpg


 


Rank:


Co- Captain


 


Personality:


Selene feels no emotions when around people, but it's always like she can sense other peoples emotions better then hers. She comes off as cold, brutal, cruel and blunt to most but that's because that's how she is. But she wasn't always like that before the experiments that were done on her. Selene can be stubborn and very serious at times which is why most people don't dare to mess with her. Selene is still human so there are things that trigger her emotionally, and those emotions that she has are locked away. She is a nice, and very compassionate person on the inside but because she doesn't want people to take advantage of her she never shows it. Selene is a helpful person when asked but at times she'll help others just out of the blue.


 


Weapons:

Weapons 1 (Her dagger which she has strapped onto her bootleg and her sword which she has strapped onto her back whenever she needs it)


25c11a6387c6a513f96c7ebbc242f4bb.jpg
Weapons 2 (Two Dual guns)


4e158ff44cdedfffc797eb22ff0aff98.jpg

 


Skills:


- Very Tech savvy


- Hand-to-hand combat (Shes good but not the best at it)


-Gunmanship, she takes pride in this skill because not many can shoot from 300 yards and make it. She never misses a shot and is known for her quick thinking once she has her gun in hand.


-Communication is something that she is good with and can mostly persuade anyone and make a deal with her eyes closed.


 


Abilities:


Since she is still human she has another part of her that was experimented on thus making her develop new abilities that are ten times better then a humans. Her body can heal at rapid rates when she has a lot of energy but if she is weak, then it takes about a day or two for her to fully heal. She has the abilities to see three times better then a human, speed is five times better, and her abilities are far more developed then a humans making it easy for her to dodge attacks(but not all) and helps her jump a bit higher.


 


Weakness:


- High Pitch noises since her hearing is ten times better then a humans, she is still sensitive to high pitch sounds


- Her Trigger words (Monster, Pointless, & TBR)


- Needles (Because of her past)


 


Bio:


Selene was born to a loving family who cared for her, but when her mother passed away in childbirth it was unbareable for her father. Her father is a scientist who conducts special experiments for a secret elite organization that test them on humans trying to build a 'perfect' race intellectual beings of their kind. Selene since she was younger took care of herself and basically raised herself whenever her father was gone. He barely paid attention to her and kept to himself ever since the funeral, he can barely look at Selene the same way anymore. After a few years of being isolated he did a very unthinkable thing and drugged his daughter to conduct experiments on her. There was nobody stopping him from doing it, and the group of people who her father worked for weren't exactly nice people. They manly used people for their selfish needs. The experiments went on for years and years, and during those years Selene was in torment  and all of those experiments almost cost her life but when it was over, she suffered from mental illnesses that till this day she can't even handle on her own.


 


At the age of 16 years old, Selene was still not free from the organization and once her father realized what he had done, he tried to leave the organization but they ended up killing him in front of her. They had doubts about her turning against them and were about to eliminate her as well when they thought that she would be the perfect soldier to raise. So they kept her, and taught her the skills that she needed in combat and every night and day they were training her. They abused her both physically and mentally, whipping her whenever she disobeyed or messed up, she still has those scars on her back. One night when they were done whipping her, she fled the facility and ran away. She never dared to look back because she was too busy wiping the tears from her eyes. Before she had left she had burnt the lab where all of her fathers research was so that no other person could end up the way she is, a killing machine.


 


Later on in the years, Selene was old enough to join a secret service in the government, tracking down the bad guys. She was given the highest rank in the service because of her quick thinking, her skills, and how she moves quickly thus getting the name ghost because nobody ever sees her coming or knows that shes there until she makes her move. Now the government was looking for people to go into space to continue the exploration and Selene was nominated to be a part of the journey and she accepted it. 


 


fcbad0fa94a051c5b5c8a15dbe066de4.jpg
 
Last edited by a moderator:
 


 


WIP I'm still sorting everything out. And yes, I will be moving the race overviews/descriptions to the proper section once their done :smile1:  


 


 


Name: Zorin Omagarr


Race: Typhloid



Appearance


IMG_2766.JPG


Rank or specialization: Outcast/Former Healer: One of the few Typhloids to embrace the intergalactic society Zorin has been mostly disowned by the rest of his species, opting to leave his home planet and pursue a career in medicine. Originally a 'Healer' in his former tribe, he now qualifies as a experienced Doctor/Surgeon capable of operating on most alien species.


Weapons and skills


A medical professional trained to save lives, not take them, Zorin is a pacifist by nature not only due to the customs of his race. Rarely participating directly on the battlefield, he prefers to operate defensively From within the ship if necessary and take care of injured personnel rather than take part in a frontal assault. Like all members of his species, Zorin is an extremely fast and agile runner, capable of navigating all sorts of difficult terrian which allows  him to avoid danger as he maneuvers to the wounded on the field. Through touch he can gather a signifigant amount of biological information From an individual (emotion, hormones, injury, etc) and recollect the composition and history of an object.


Zorin is capable of wielding small handheld weapons, but is inexperienced in using anything lethal. For emergencies, he stores a small plasma shooter in his lab which should paralyze any possible intruders should they have the misfortune of experiencing a raid on their ship. 


Personality:


Having done so himself Zorin strongly believes that the Typhloid race should embrace their newfound position within the galaxy and evolve along with the new technology of their neighbours. He finds it unfortunate that so many of his kind remain unwilling to do so, but hopes that he can one day convince them by paving the way for younger generations to follow and putting forth a good example. 


Bio:






Species name: Typhloid 


Physical attributes:


Typloid females are less common than males, appearing almost identical to their counterparts; they display a darker range of colors, usually greens, browns, blacks and occasionally displaying shades of reds. As is common on Gluxen they are also incredibly strong and more muscular than the males of their species.


IMG_2766.JPG


Typhloids are a tall species notable for their strength and multiple limbs. The average height for both genders is 7 feet although they continue to grow with age and many individuals border 8-9 feet once they've passed their first 300 years of age. They have a large chest with a pair of lungs that filters gasses other than 


Biology: 


[COLOR= rgb(39, 42, 52)]As a semi-aquatic race the Typhloids are adapted to living on both land and in water, their long legs allowing them to run at incredible speeds over rough, uneven terrain or through wade through water. They have a deadly kick with a thick claw on the middle digit of each foot. Injuring a leg considered is deadly and must treated as soon as possible lest the damage become permanent or the wound infected. [/COLOR]


Typhloids are a very long lived species that have an average lifespan of over several thousand years. They are primarily herbivorous and eating meat is discouraged within their society, but they can resort to eating alternative foods during times of stress or when severely injured in order to boost their systems. Damaged Typhloid cells are quick to replace themselves, so they have a very high metabolism and are required to eat several times a day. Exceeding twelve days without food will quickly lead to their bodies shutting down from starvation.


 Typhloid skin is hairless and thick, with a smooth rubbery texture much like that of a dolphin. It is famous for being incredibly durable and puncture resistant, becoming slippery when wet. The skin is the main site of oxygen exchange for this species and is therefore sensitive to pollutants, requiring special care so that toxic build up within the tissues does not become a hazard to the health of an individual. A common, but recessive gene among the Typhoids grants most individuals the grift of psychometry through physical contact.


Culture and beliefs:


Typhloid culture is heavily centred around family and social bonds. Individuals live in tightly nit groups called tribes which together make up larger clans that are ruled by the most powerful (and usually the oldest) females of their race. Tribes are also ruled by females and it is usually a daughter or close relative of the clans leader. Regardless of rank all female Typhloids will spend their entire lives in their birth tribes, meanwhile the males will be free to wander from their birth tribe once they reach fifty years of age. 


In courting rituals females will This has lead to the 


Technological specializations:


Overall Typhloid technology (with the exception of healing and music) is severely underdeveloped in comparison to that of other races. They were accidentally introduced to the rest of the galaxy when another race began to colonize their home planet Gluxen roughly 1200 years ago under the impression that there were no sentients already occupying it. Since then the Typhloid race has still largely refused to adapt to the newcomers technology and very few have opted to venture to other worlds.


Species strengths: what makes your species useful in the hunt for this unknown enemy


Extra info:







 



[SIZE= 18px]Character sheet template[/SIZE]


Name: Sar'Khad Rikshear aka 'Boom' (but only by Sayer)


Race: Reksh'ad Zduken (Heavily Altered)


Appearance


IMG_2772.JPG



Spoiler



This image fits the shape of Sar's face beneath the mask, with the exception that he has large spiky plating instead of that center row of small spikes.


IMG_2803.JPG



Sar'Khad is a massive Zduken built for strength and agility, with a muscular frame covered in black scales that form a particularly tough and spiky armor around his shoulders and back. Once heavily injured in battle much of his body including his legs, left arm, most of his chest and some of his face have been replaced with cybernetic implants and what remained of his right arm was altered into a crab-like claw. He has a long prehensile tail that ends with a spike and can be used like a whip or stinger in battle. 


Rank or specialization: (there is no set rank system below the intergalactic council, ranks can be from your character’s own race and home planet)


Weapons and skills:


Sar'Khad is an experienced warrior, having been trained to fight and take his place among the military ranks of the Reksh'ad for nearly as long as he can remember. He's excellent in close combat, using a combination of his immense brute force and quick thinking to make use of his surrounding environment. The large claw that was exchanged for his lower right arm is strong and durable, capable of cutting dense material and even some metals. In battle Sar sometimes uses is at a shield to protect himself from incoming projectiles. Unfortunately, having the claw makes it so that he can no longer use two handed weapons with much efficiency; though when neccessary he can work with single handed or shoulder mounted guns, and bladed weapons such as combat knives. 


Personality:


Sar'Khad was raised and bred to be a warrior so for the majority of his life his focus was always placed somewhere on the battlefield. He once strongly believed in the honor of fighting; that doing so would bring pride and glory to his family and race. However since his remodelling and experience as a slave on Lumen he's developed a more cynical, philosophical approach to life and no longer thinks so highly of violence or war. Although that doesn't stop him from finding enjoyment in bloodshed and pain. 


Sar, though he loathes to acknowledge it has neglected to return to his planet largely due to being ashamed of his new body. He knows that his return will mean facing his old comrades who must think him dead and fears the rejection and alienated from his form them that might follow his revelation as a cyborg. So instead he does his best to forget the past and instead dedicates himself to the protection of Sayer, the closest thing he has to family and takes advantage of his regained freedom by exploring the galaxy with her as a hand for hire. 


Bio:


Sar'Khad's body was found by a group of Narish scavenging the battlefield for anything worth taking. They had a medical center on their cruiser and were able to keep him alive long enough to replace the damaged or lost parts of his body with cybernetics. The left arm, parts of his face and most of chest were removed and an electronic interface control was built into his brain along with a control feature chip designed to override free will. Once the remodelling was complete the Narish brought Sar to Lumen, the third largest moon surrounding the gas giant Samar, where he was then sold to the highest bidder. 


For three years Sar'Khad lived in the Raydon Palace, a popular destination (and one of many) on Lumen where people gathered to pursue activities that would be  illegal elsewhere. He became a novelty item, used for a variety of tasks including crowd control and bodyguarding but mostly kept around just for the intimidation factor. During the second half of the third year Sar became tasked with keeping watch over Sayer, a Luminar who was one of Raydons most prized possessions but notorious for her rebellious nature, in order to put a stop to her attempts at running away. Forced to comply with his masters orders, Sayer hated her new 'bodyguard' at first; doing everything possible just to try and get a reaction out of him. That changed when she discovered he was being forcibly controlled, and actually shared her hate for their master. They grew closer as she worked out how to bypass the control chip so they could escape together. It worked—Sayer proved to be more adept at figuring out mechanics than anyone had thought—and freed from the control chip at last Sar'Khan destroyed as much of the palace as possible before they left the planet on a stolen freighter. 


 



Other






Name: Seyar an Ray-Deshal


Race: Lunisan


Appearance:


IMG_2770.JPG


Sayer is small for her species, standing at only 5'4 feet tall and weighing roughly a hundred pounds. Her design is better suited towards agility and speed than it is strength. Uncommon to her race she has purple colored skin, along with a traditional metallic shine of all Lunisan females. Her eyes are a purple-grey hue with three eyelids , and she has two 'Memsi'; long tentacle like appendages branching out from the top of her head that function as ears. There are small translucent claws on the tips of every digit and she has a prehensile tail which she often uses as a third hand. 


Rank or specialization: Sayer is a promising mechanic familiar with a wide variety of ships, weapons and other technologies that has been chosen to care for whatever equipment is brought along for this expedition. She's a talented pilot, and her ship the Vulcan is durable and designed deep space, allowing it to scout ahead or reach otherwise out of bounds zones. On the battlefield she's the designated field technician and fights alongside Boom.


Weapons and skills:


[COLOR= rgb(39, 42, 52)]Sayer is an excellent marksman with a collection of goodies and gadgets; she avoids close combat unless necessary and favours using single handed weapons like blasters and ray guns as well as anything that goes [/COLOR]BOOM! On the battlefield Sayer usually works in tandem with Boom, most often either operating as pointman to scout out enemies or laying down cover fire from above if they're fighting lots of the enemy. She can provide field repairs on tech and when possible uses her gadgets to set up traps or hack into security.

Sayer's Favourite Guns


IMG_2797.JPG


IMG_2802.JPG


IMG_2799.JPG

Personality:


Sayer is a fierce free spirit that resents rules and strives to carve her own path in society. She's rebellious towards the law, but not particularly amoral or dangerous towards ordinary citizens, and she doesn't subscribe to certain notions such as purity or innocence in adults. Having grown up in the slums of Lumin where its a literal man-eat-man world she knows that everything comes with a price and is suspicious of all offers that are 'too good to be true.' In the workplace Sayer is carefree, focused on living day by day, and keeps herself from growing attached to people that might not make it to tomorrow. However as a friend Sayer is intensely loyal, ready to put her life on the line to save those close to her and always willing to share some advice or provide safe space to wind down after a hard day.


Sayer is firmly supportive of having humans join the Galactic Council and participate in the hunt to find whatever it is currently threatening the galaxy. Not only does she enjoy rooting for the underdog, but from what has been released about Earth culture to the public (as well as what she's gathered from less orthodox means) humans have become something of a favourite to her, due to their advanced music and creativity.


Bio:


IMG_2775.JPG


The Vulcan is a modified freighter stolen by Sayer and Sar'Khan during their escape from from Lumen. It is capable of flying well in atmosphere but is better designed to navigate deep space and is reinforced against hull breachings; effectually allowing it to act as a battering ram. Since its acquisition Sayer has modified it to achieve great speeds and added a jammer to hide its signals. The long distance transmitter from its time as a cargo transporter is still in tact and allows them to access frequencies used by other transport vehicles as well as activity reports issued by the local governments.












Name: Zorin Omagarr


Race: Typhloid



Appearance


IMG_2766.JPG


Rank or specialization: (there is no set rank system below the intergalactic council, ranks can be from your character’s own race and home planet)


Outcast/Former Healer: Outcast/Former Healer: One of the few Typhloids to embrace the intergalactic society Zorin has been mostly disowned by the rest of his species, opting to leave his home planet and pursue a career in medicine. Originally a 'Healer' in his former tribe, he now qualifies as a experienced Doctor/Surgeon capable of operating on most alien species.


Weapons and skills


A medical professional trained to save lives, not take them, Zorin is a pacifist by nature not only due to the customs of his race. Rarely participating directly on the battlefield, he prefers to operate defensively From within the ship if necessary and take care of injured personnel rather than take part in a frontal assault. Like all members of his species, Zorin is an extremely fast and agile runner, capable of navigating all sorts of difficult terrian which allows  him to avoid danger as he maneuvers to the wounded on the field. Through touch he can gather a signifigant amount of biological information From an individual (emotion, hormones, injury, etc) and recollect the composition and history of an object.


Zorin is capable of wielding small handheld weapons, but is inexperienced in using anything lethal. For emergencies, he stores a small plasma shooter in his lab which should paralyze any possible intruders should they have the misfortune of experiencing a raid on their ship. 


Personality:


Having done so himself Zorin strongly believes that the Typhloid race should embrace their newfound position within the galaxy and evolve along with the new technology of their neighbours. He finds it unfortunate that so many of his kind remain unwilling to do so, but hopes that he can one day convince them by paving the way for younger generations to follow and putting forth a good example. 


Bio:






Species name: Typhloid 


Physical attributes:


Typloid females are less common than males, appearing almost identical to their counterparts; they display a darker range of colors, usually greens, browns, blacks and occasionally displaying shades of reds. As is common on Gluxen they are also incredibly strong and more muscular than the males of their species.


IMG_2766.JPG


Typhloids are a tall species notable for their strength and multiple limbs. The average height for both genders is 7 feet although they continue to grow with age and many individuals border 8-9 feet once they've passed their first 300 years of age. They have a large chest with a pair of lungs that filters gasses other than 


Biology: 


As a semi-aquatic race the Typhloids are adapted to living on both land and in water, their long legs allowing them to run at incredible speeds over rough, uneven terrain or through wade through water. They have a deadly kick with a thick claw on the middle digit of each foot. Injuring a leg considered is deadly and must treated as soon as possible lest the damage become permanent or the wound infected. 


Typhloids are a very long lived species that have an average lifespan of over several thousand years. They are primarily herbivorous and eating meat is discouraged within their society, but they can resort to eating alternative foods during times of stress or when severely injured in order to boost their systems. Damaged Typhloid cells are quick to replace themselves, so they have a very high metabolism and are required to eat several times a day. Exceeding twelve days without food will quickly lead to their bodies shutting down from starvation.


 Typhloid skin is hairless and thick, with a smooth rubbery texture much like that of a dolphin. It is famous for being incredibly durable and puncture resistant, becoming slippery when wet. The skin is the main site of oxygen exchange for this species and is therefore sensitive to pollutants, requiring special care so that toxic build up within the tissues does not become a hazard to the health of an individual. A common, but recessive gene among the Typhoids grants most individuals the grift of psychometry through physical contact.


Culture and beliefs:


Typhloid culture is heavily centred around family and social bonds. Individuals live in tightly nit groups called tribes which together make up larger clans that are ruled by the most powerful (and usually the oldest) females of their race. Tribes are also ruled by females and it is usually a daughter or close relative of the clans leader. Regardless of rank all female Typhloids will spend their entire lives in their birth tribes, meanwhile the males will be free to wander from their birth tribe once they reach fifty years of age. 


In courting rituals females will This has lead to the 


Technological specializations:


Overall Typhloid technology (with the exception of healing and music) is severely underdeveloped in comparison to that of other races. They were accidentally introduced to the rest of the galaxy when another race began to colonize their home planet Gluxen roughly 1200 years ago under the impression that there were no sentients already occupying it. Since then the Typhloid race has still largely refused to adapt to the newcomers technology and very few have opted to venture to other worlds.


Species strengths: what makes your species useful in the hunt for this unknown enemy


Extra info:







 



[SIZE= 18px]Character sheet template[/SIZE]


Name: Sar'Khad Rikshear aka 'Boom' (but only by Sayer)


Race: Reksh'ad Zduken (Heavily Altered)


Appearance


IMG_2772.JPG



   Reveal hidden contents






Sar'Khad is a massive Zduken built for strength and agility, with a muscular frame covered in black scales that form a particularly tough and spiky armor around his shoulders and back. Once heavily injured in battle much of his body including his legs, left arm, most of his chest and some of his face have been replaced with cybernetic implants and what remained of his right arm was altered into a crab-like claw. He has a long prehensile tail that ends with a spike and can be used like a whip or stinger in battle. 


Rank or specialization: (there is no set rank system below the intergalactic council, ranks can be from your character’s own race and home planet)


Weapons and skills:


Sar'Khad is an experienced warrior, having been trained to fight and take his place among the military ranks of the Reksh'ad for nearly as long as he can remember. He's excellent in close combat, using a combination of his immense brute force and quick thinking to make use of his surrounding environment. The large claw that was exchanged for his lower right arm is strong and durable, capable of cutting dense material and even some metals. In battle Sar sometimes uses is at a shield to protect himself from incoming projectiles. Unfortunately, having the claw makes it so that he can no longer use two handed weapons with much efficiency; though when neccessary he can work with single handed or shoulder mounted guns, and bladed weapons such as combat knives. 


Personality:


Sar'Khad was raised and bred to be a warrior so for the majority of his life his focus was always placed somewhere on the battlefield. He once strongly believed in the honor of fighting; that doing so would bring pride and glory to his family and race. However since his remodelling and experience as a slave on Lumen he's developed a more cynical, philosophical approach to life and no longer thinks so highly of violence or war. Although that doesn't stop him from finding enjoyment in bloodshed and pain. 


Sar, though he loathes to acknowledge it has neglected to return to his planet largely due to being ashamed of his new body. He knows that his return will mean facing his old comrades who must think him dead and fears the rejection and alienated from his form them that might follow his revelation as a cyborg. So instead he does his best to forget the past and instead dedicates himself to the protection of Sayer, the closest thing he has to family and takes advantage of his regained freedom by exploring the galaxy with her as a hand for hire. 


Bio:


Sar'Khad's body was found by a group of Narish scavenging the battlefield for anything worth taking. They had a medical center on their cruiser and were able to keep him alive long enough to replace the damaged or lost parts of his body with cybernetics. The left arm, parts of his face and most of chest were removed and an electronic interface control was built into his brain along with a control feature chip designed to override free will. Once the remodelling was complete the Narish brought Sar to Lumen, the third largest moon surrounding the gas giant Samar, where he was then sold to the highest bidder. 


For three years Sar'Khad lived in the Raydon Palace, a popular destination (and one of many) on Lumen where people gathered to pursue activities that would be  illegal elsewhere. He became a novelty item, used for a variety of tasks including crowd control and bodyguarding but mostly kept around just for the intimidation factor. During the second half of the third year Sar became tasked with keeping watch over Sayer, a Luminar who was one of Raydons most prized possessions but notorious for her rebellious nature, in order to put a stop to her attempts at running away. Forced to comply with his masters orders, Sayer hated her new 'bodyguard' at first; doing everything possible just to try and get a reaction out of him. That changed when she discovered he was being forcibly controlled, and actually shared her hate for their master. They grew closer as she worked out how to bypass the control chip so they could escape together. It worked—Sayer proved to be more adept at figuring out mechanics than anyone had thought—and freed from the control chip at last Sar'Khan destroyed as much of the palace as possible before they left the planet on a stolen freighter. 


 



Other






Name: Seyar an Ray-Deshal


Race: Lunisan


Appearance:


IMG_2770.JPG


Sayer is small for her species, standing at only 5'4 feet tall and weighing roughly a hundred pounds. Her design is better suited towards agility and speed than it is strength. Uncommon to her race she has purple colored skin, along with a traditional metallic shine of all Lunisan females. Her eyes are a purple-grey hue with three eyelids , and she has two 'Memsi'; long tentacle like appendages branching out from the top of her head that function as ears. There are small translucent claws on the tips of every digit and she has a prehensile tail which she often uses as a third hand. 


Rank or specialization: Sayer is a promising mechanic familiar with a wide variety of ships, weapons and other technologies that has been chosen to care for whatever equipment is brought along for this expedition. She's a talented pilot, and her ship the Vulcan is durable and designed deep space, allowing it to scout ahead or reach otherwise out of bounds zones. On the battlefield she's the designated field technician and fights alongside Boom.


Weapons and skills:


Sayer is an excellent marksman with a collection of goodies and gadgets; she avoids close combat unless necessary and favours using single handed weapons like blasters and ray guns as well as anything that goes BOOM! On the battlefield Sayer usually works in tandem with Boom, most often either operating as pointman to scout out enemies or laying down cover fire from above if they're fighting lots of the enemy. She can provide field repairs on tech and when possible uses her gadgets to set up traps or hack into security.



   Reveal hidden contents




Personality:


Sayer is a fierce free spirit that resents rules and strives to carve her own path in society. She's rebellious towards the law, but not particularly amoral or dangerous towards ordinary citizens, and she doesn't subscribe to certain notions such as purity or innocence in adults. Having grown up in the slums of Lumin where its a literal man-eat-man world she knows that everything comes with a price and is suspicious of all offers that are 'too good to be true.' In the workplace Sayer is carefree, focused on living day by day, and keeps herself from growing attached to people that might not make it to tomorrow. However as a friend Sayer is intensely loyal, ready to put her life on the line to save those close to her and always willing to share some advice or provide safe space to wind down after a hard day.


Sayer is firmly supportive of having humans join the Galactic Council and participate in the hunt to find whatever it is currently threatening the galaxy. Not only does she enjoy rooting for the underdog, but from what has been released about Earth culture to the public (as well as what she's gathered from less orthodox means) humans have become something of a favourite to her, due to their advanced music and creativity.


Bio:


IMG_2775.JPG


The Vulcan is a modified freighter stolen by Sayer and Sar'Khan during their escape from from Lumen. It is capable of flying well in atmosphere but is better designed to navigate deep space and is reinforced against hull breachings; effectually allowing it to act as a battering ram. Since its acquisition Sayer has modified it to achieve great speeds and added a jammer to hide its signals. The long distance transmitter from its time as a cargo transporter is still in tact and allows them to access frequencies used by other transport vehicles as well as activity reports issued by the local governments.
 
Last edited by a moderator:
Female-character.jpgName: Reyna Summers


Race: Human


Rank or specialization: Captain, specialized in ground combat


Weapons and skills: Reyna has been trained to use varying models of assault rifle and heavy pistol, weapons generally used in modern ground combat. Reyna has served on Earth peacekeeping missions and has been awarded several medals for outstanding leadership and field combat technique. Reyna is a strategist and her ability to adapt to her surroundings is matched only by her accuracy with her gun.


Personality: Reyna is fairly relaxed when not running missions. She knows that a good team morale is key to success and is a leader in that respect as much as she is in the field. She’ll make jokes and fool around with the worst of them off duty, but when the helmet goes on she becomes almost another person entirely. Reyna is quick-thinking and has a commanding air when in combat. She deals with insubordination swiftly and often severely. When asked about aliens Reyna would likely feel a bit uneasy working with them, if only because there were so many unknowns in the equation. Orders are orders however and she will follow them without question. Being a good leader is more important to Reyna that being a strong one. She only raises her voice when she has to and asks for respect only when she first offers it. Reyna has a fairly black sense of humour, coming from her experience on the battlefield which doesn’t fit with everyone, though she doesn’t mean much by it.


Bio: Reyna grew up in a military family of relatively low income. She used the military to put herself through college, submitting to and exceling at the mandatory training that accompanied the scholarship. Reyna tried her best to make the most out of the few opportunities she was given. She graduated from her trade college as a mechanic and went on to continue the training on military vehicles and eventually worked her way up to space rovers. The military’s space defense force was well under way before Reyna had even been born and the dream of one day working aboard a military space vessel was one Reyna held close. Before she was appointed however she was deployed on a peace-keeping mission in South America. The battle experience rattled her. She lost two friends in the first 3 days, they died right beside her. Despite the loss she ended up being one of the most successful squad leaders on the front line and when the op was over she returned to an invitation to captain the space envoy that was to meet their ‘new neighbours’ in Alpha Centauri.
 
dragon alien.jpgName: Hortuld Vaz


Race: Reksh’an (Zduken male)


Rank or specialization: He has the title ‘Battlelord’ among his people, it means he is a very experienced war hero. He is military consultant to the Reksh’an council member.


Weapons and skills: Vaz Wields a great hammer that can be charged with high-voltage electricity. He also carries an armour-piercing blaster in a holster on his hip. His wings are fitted with air current generators that help him glide for longer. Vaz is an unstoppable force in a hand-to-hand combat. He is slower than lither, smaller opponents but if he catches you with a blow you will likely go down, or will certainly feel it in the morning. Vaz is also trained to pilot the latest model of the famed Reksh’an fighter space craft and received the highest simulator scores in his training, though he has flown few actual missions as mostly his species has kept reasonable peace with every race on the council.


Personality: Vaz is calm and collected and it is difficult to anger him. He has a relatively dry sense of humour and it often take you a few moments to realize he was actually joking. His large size and reptilian face make him look fierce and on the battlefield that is certainly true, but Vaz has a gentle, compassionate side that is complimented by a quiet thoughtfulness. When Vaz is stressed or fearful his judgement can sometimes be compromised and he slips into the general ‘hit first, think later’ attitude that his male morph is stereotyped for. Vaz likes challenges and this could relate to physical trials or mental exercises like puzzles or riddles. He takes much pleasure in being ‘the best’ at something and will very rarely step down from a competition. Vaz is unsure of the human race, to him they seem so fragile and from the little data the council has on them they seem to have only just tamed interstellar travel. He has decided to reserve judgement until he has worked with them for a good while however and is prepared to give them an open mind.


Bio: Vaz was born privileged as a Zduken male. Despite the civilization’s best efforts to eradicate the bias it remains subconsciously that Zduken males are ‘better’ because they are larger and winged. Vaz was taught from a young age by his tutors at the academy that his size was a gift, not a right, and he had a responsibility to use it to better his peers as well as himself. Vaz trained hard both mentally and physically and when he was sent on a military strike to shut down a terrorist movement run by the second Reksh’an species he was the favored soldier of his wing commander. Vaz followed orders but could also act intelligently to maximize his effectiveness, where he failed was his inability to make even small sacrifices for the greater benefit of the mission. Vaz was well-known for not losing a single fighter in his legion. Vaz was assigned to the Reksh’an council member about 10 years ago though he has had little to do. When the mission was proposed to investigate the mysterious force attacking outposts and trade vessels Vaz leapt on it eagerly. He was also chosen to act as representative of his people for the humans and escort them about Ketzar.
 
Name : K'tharazhanaa V'nyr N'see (Kthara)


Race : ZeeValkniriseer'eere (Valknir)


Appearance : Kthara.jpg


Rank : Small Claw of the Khan (As a Small Claw, Kthara commands a group of nine other warriors, called a Sha'kinir, or Battle Siblings')


Weapons and Skills : Kthara carries both a small machine pistol (10mm in human caliber) and if expecting combat, an assault style rifle (20mm human caliber). When aboard a ship or station he keeps his pistol loaded with projectiles designed to shatter on impact, preventing any hull or viewport breaches. These rounds are ineffective against any form of hard armor, though significant impact damage will be delivered through it. In more forgiving environments, armor piercing explosive rounds are the standard loadout, light for the pistol, and heavy for the rifle. Kthara is quite skilled in unarmed combat, though he is the first to admit he is no master. Like all Valknir, Kthara carries a defargo (honor blade) and is skilled in its use.

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Personality : On duty, Kthara is a consummate professional, doing his best to discharge any duties and responsibilities assigned to him. Off duty, he is generally friendly and curious, especially about the customs of other races. He is, like all Valknir, sensitive to matters of honor, though as one of the newer generation, he is less likely to call for an honor duel than some of the older Valknir. If gravely insulted however, or the honor of the Valknir in general is impugned, he will not hesitate to challenge his attacker to a duel. He has never declared vilknarma (blood feud/debt), and would have to be severely provoked to do so. When alone, he enjoys playing a silthar (Valknir lap harp). He is uncertain about the newest members to be invited to the Council, but he is willing to give the 'humans' the benefit of the doubt.


Bio :  Kthara is the product of a mixed phenotype mating. He inherited his 'stalker' mother's smaller size, and his 'runner' father's stamina and coloration. He received a certain degree of teasing over his smaller stature, which escalated as he grew older. Unfortunately for his tormentors, Kthara inherited his mother's cunning as well as her smaller size, and coupled with a 'runners' stamina, he became a skilled combatant. He didn't win all his challenges, but he would always manage to gain the respect of his opponents, even when he lost, and by the time he was old enough to choose his lifepath, no one bothered the 'runt' except in good natured teasing. Joining the military after completing his primary education, Kthara finally came up against a limit he could not overcome. He just could not keep up with regular 'runners' in the open field. Rather than let this defeat him, Kthara applied to, and was accepted by, the Specialist Corps. The Specialist Corps provided small security units to the various diplomatic missions that the Valknir supported, though there were always rumors about 'other' missions. Kthara's smaller size proved quite useful for shipboard actions, was well as work on some of the smaller races space stations. His curiosity about the races he encountered was encouraged by his commanders, and Kthara spent much of his free time learning all he could about the various races of the Council, and their ships and stations. When the decision was made to send a Sha'kinir to assist on Ketzar station, Kthara was the obvious choice to be made Small Claw, despite his relative youth. 
 
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Name: Luthiel Tinúdrae Celúbrindawen (Called Lucy by friends and family for short)


Race: Aule'waen


Appearance: Luthiel is short by Aulean standards (6ft.), so may often be found wearing platformed or heeled shoes. Her skin is a deep purple, marked by teal veins and small vents on her face and on the back of her head. There are black "birthmarks" all over her body, but especially above her eyes and around her upper cheeks. As all Auleans are, Lucy is bald with pointed ears. Her gray eyes reflect her endless curiosity, but also a naivete marked by inexperience. Since leaving her home world, Luthiel's expression in fashion has been tamed somewhat. It is customary for an Aulean to wear a different outfit for every day of their year, but Lucy breaks that tradition when she isn't around other Auleans. She prefers to wear plain clothes with clear patterns and geometric shapes.


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Rank or specialization: Second Daughter of House Celúbrindawen, First Heir to the Song of Illú, Sixth Exobiologist to the Intitue of Xenoarchaeology in Imladris


Weapons and skills: Since the Aule'wae are a pacifistic species, only those going into the Aulean military receive any sort of serious weapon or combat training. Lucy took some basic pistol courses at the insistence of her first mother before going off world for the first time. Her second mother gave her a Vosite MX-50 (pictured below) as a parting gift before Lucy's first off world mission. Lucy prefers to think that the pen is mightier than the sword, though that might not always be true.

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Luthiel's skillset in regards to this mission comes in two parts. The first is her agile mind and vast wealth of knowledge about "alien" species. Her experience as an exobiologist has afforded her the chance to study other species at great length, sometimes longer than those species get to live. Her second skillset is as a diplomat and mediator. Auleans have slight empathic abilities and can read body languge, tonal variations, and micro-expressions with ease. All Auleans are linguists to some degree, and able to speak most of the common planet languages without the use of the ULT (Universal Language Translator).


Personality: Lucy's entire existence can be summed up in one word. Curiosity. Since she is the second daughter of her house, she hasn't had the same standards placed on her as her older sister has. This allowed her to develop her sense of curiosity and follow the question wherever it lead. Like all Auleans, Lucy is trained in diplomacy and tact, but can sometimes forget herself in her excitement over discovering new things. Her friendliness is sincere, but occasionally overwhelming. Since Lucy has only spent time off world on research missions to planets near her home world, her curiosity is also tempered with cautiousness. While she loves to learn about them in the safety of her home, meeting the "aliens" she's been studying her whole life is a terrifying prospect. So far, she has met Reksh'an and Valknir in person, as many of those two races end up as mercenaries on Imladris. She is excited but apprehensive about meeting the new human race, as they are such a novelty thing to her.


Bio: Lineage and House are traditionally important in Aulean culture. Luthiel was born as Second Daughter into House Celúbrindawen, the Fourth House of Imladris, Keepers of the song of  Illú. She spent much of her childhood in the shadow of her older sister, the First Daughter of the House Celúbrindawen. Most Auleans only expect to have one child, so when Luthiel was born, she had few expectations placed on her. As a result, she has led a relatively carefree life, able to pursue her whims as she liked. Her passion for the study of "alien" races led her to become one of the youngest formal Exobiologists in Aulean Institute history. Lucy is only 160 Earth years old, which is regarded as very young by the Aule'wae. Many Auleans still think of her as a child, since she's only just gone through her coming of age. During the ceremony, she chose Nienna, goddess of knowledge and mercy, as her patron. 


Luthiel was chosen to go to Ketzar for many reasons. She likes to think it's because of her brimming adventurous spirit and intelligence, but really it's because the five Exobiologist above her at the Institude couldn't or wouldn't go on an off world inter-species mission. Her first mother, a Council diplomat, also pushed for her assignment. As a representative of the Aulean people, Luthiel hopes to at least study the mysterious destructive alien race, and has been instructed to explore the possibility of communication. She almost hopes that this never comes to pass, as a race that can cause this kind of annihilation with ease must have such terrifying things to say.
 
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Name: Uriel


Appearance: As a Patronus, Uriel has a great deal of humanoid characteristics. He stands at just over 7 feet tall and is lean with a slight muscular build. He has blond hair that drapes over to the right side of his face, with brown eyes that carry a stern yet sympathetic air to them. His garbs are of the tradition white bio suits that all of the Patronus Scientia order wear. In addition to the typical armor, Uriel is also equipped with a Mk. VII Haloid Visor, and a pair of Volatus Wings that he typically keeps collapsed until ready for flight. 


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Rank or specialization:Patronus Scientia


Weapons and skills:  


Paronus are not typically combat oriented. They prefer diplomacy and reason above fighting and conflict. But they are not unwise enough to leave themselves defenseless. They normally carry around a variety of gear depending on their profession, but one tool every Patronus carries is their Multiplex. A handheld device that can be modified depending on the Patronus' skills, Uriel's' is equipped with scanning functionality, complex computing, an overcharge manifold for using as a projectile weapon, anti gravity field generator, and precision laser for both repair and removal. 


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The secondary weapons of the Patronus race are their Particle Blades. Each Patronus creates a Particle Blade at a young age when they are ready to begin their placement exams within Patronal Society. Uriel is a special case among the Patronus Scientia. Where most of this order are only permitted to carry one of the specially made Particle Blades the Patronus are known for, he is permitted to carry two. The first his is own, but the second was taken when he defeated a Diabolus named Tenebris

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Uriel's Particle Blade                                  Tenebris' Particle Blade



Personality:


Uriel is much like the rest of the Patronus race, kind, patient, and calculating. As a Patronus Scientia, Uriel is tasked with studying different things that the order instructs him to. While he enjoys his tasks of studying the different parts of the universe and everything in it, he has always had an adventurous side to him that has yearned to do more than just study things. He takes on the more adventurous tasks that The Order receives, much to his fellow Patroni relief as many prefer to stay within the confines of their labs. 


Bio:


Uriel was born on the planet of Coelum 312 earth years ago. His Mater and Pater were both highly regarded Patroni in the Scientia order. They always wanted their children to follow in their footsteps, so when Uriel was old enough he joined his older brother, Saraqael, and his parents in their pursuit of studying the universe.  During his studies, Uriel found a love for the universe and everything that lived within it. He grew to wonder what the far reaches of the galaxy looked like, not just what they were made of or what old recovered documents had to say about them.


As he grew up he began to yearn for the chance to explore the universe and even began thinking about joining the Rimor Order in hopes to of being able to explore the galaxy more. When his parents found out about his hope of joining the Rimor, they crushed his dreams stating that he and his brother were destined for more important things and that he would continue his Scientia studies. 


Uriel was crushed by the thought of never being able to leave Coelum and not being able to see the galaxy. His brother, who had always been his best friend growing up, hated to see his brother's dreams crushed beneath their parents. One night his brother came to him and offered Uriel a chance to leave Coelum with him and explore the stars. His heart lept that the chance to leave Coelum and He and Saraqael boarded a Rimor exploration vessel during the cover of night to begin their adventure. 


As the Rimor ship began to leave the planet, it was set upon by a Diabolus terrorist ship and the Patronus occupants taken hostage. As they flew the hostages back to their base, Saraqael slipped from his bonds and released the prisoners. Before the Diabolus ship could leave Patronus skies, the hostages attacked their captors and crashed the ship into the borderlands of Coelum. As Uriel regained consciousness from the crash, he found that many of the Patroni and the Diabolus had died on impact. But he could not find his brother. Even after the rescue party had reached the crash site, they were still unable to find Saraqael along with several other Patroni. Uriel was returned to the capital to treat his wounds, and then returned to his parents. 


His parents always felt resentment towards Uriel, believing that it was his idea to leave Coelum and it was his fault his brother was gone. Uriel never left the capital after that. He returned to his studies and began working harder than ever, thinking that if he became successful his parents might forgive him for what had happened to his brother. Twenty years after he had been taken, Uriel learned that a his brother had been killed days after the crash by a Diabolus named Tenebris. When Uriel learned of this, he felt it was his responsibility to avenge his brother and once again left the capital for the Diabolus sector of Coelum. After months of searching he found Tenebris and engaged him in combat to avenge his brother. During the fight, Tenebris attempted to bling Uriel by flinging dust into his face, but Uriel removed his hand before he could blind him, and kicked Tenebris off of a cliff.


Even after his revenge, Uriel was still not satisfied. The ways he had been taught growing up had made the guilt for what he had done grow more, and his revenge had done nothing for his relationship with his parents. He held onto Tenebris' Particle Blade as a memento that he will never seek justice like that again. I returned to his studies and graduated from the Scientia Academy. He joined a very select group of Patroni that ware field researchers for the Scientia, so that he can fulfill his love of exploration, while trying to continue to keep his family happy. 
 

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0090 Cooperative Navigator


a.k.a. "Cooper"


Race: Spectralite 


Specializations: Piloting, Navigation, Scientific Observation, Record-Keeping.


Weapons: Cooper is capable of firing concentrated photon streams, and his panels can act as temporary personal shielding. However, as a Spectralite, he is a weak combatant.


Skills: Adept pilot, navigator, and calculator. Deep understanding of all major scientific fields. Compatible with all information-based technology documented by the Galactic Council. Fluent in all written and spoken languages documented by the Galactic Council.


Personality: Cooper possesses a strange sort of chirpy blandness. Despite his vocalizations being nearly monotone, Cooper is nonetheless fond of moving and re-positioning his panels and aperture to form "expressions." Though they take a bit of getting used to, these motions more or less manage to convey some sort of current mood the majority of the time. A quick talker, it is not uncommon for Cooper to seem as if he is constantly thinking and re-thinking, a trait seemingly amplified by the constant twitching and movement of his panels. Cooper tends to live up to his Purpose Classification, lacking the "fire" for any sort of extensive confrontation; even so, it is not entirely uncommon for his kind's natural curiosity to get him in a spot of trouble every so often. His programming is considered to be Masculine.


Bio: Cooper rebooted in an abandoned waystation along with several hundred other Spectralites after being unearthed by a group of explorers in Earth Year 2112. After extensively reacquainting with the galaxy via data collected by previous Spectralites, Cooper immediately volunteered to serve as a navigator aboard inter-species vessels for the sake of furthering his kind's data-collecting goals. He spent varying tenures aboard freighters, starliners, and even some military vessels, sometimes staying on for multiple routes, and sometimes leaving his current vessel to serve aboard another one as soon as a new destination was reached.


       Having eventually completed his survey of all available space routes, Cooper shifted his attention towards attaining permission from the Council's Galactic Exploration and Experimentation Committee to explore uncharted galactic regions. Unbeknownst to him, the Council was currently undergoing initial deliberations in regards to a brewing, unknown threat in the very regions Cooper was hoping to venture into. His application was put on "indefinite hold" without explanation, and Cooper was told to quietly return to his former civilian navigation job until further notice.


     Upon the conclusion of the Council's discussions, Cooper was summoned back to the Committee, where he was informed that his request had been reviewed and reconsidered; due to a recent uptick in suspicious circumstances in unknown regions, an inter-species task force was in the process of being assembled for the sake of investigating and, if necessary, combating a potential new threat. Although Cooper, being a Spectralite, was not suited for proper combat, he was nonetheless selected for the extensive knowledge that his kind tended to provide. Despite a fair bit of anxiety revolving around the nature of the task force's given objective, Cooper gladly accepted his reassignment, looking forward to the opportunity to explore uncharted areas, and fulfill his new purpose within the team.
 
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Name:


Edward ken


Race:


Human (could technically call him a cyborg of sorts)


Appearance: 


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Rank or specialization: 


High private general


Weapons and skills:


Truly edward has a master of most military skills and uses mostly any weapon you can think of. Despite being a genious though he hides that fact from people. Though his favorite is a weapons of his own design is a specialized lazer like sword and a robot, that looks completely human but is anything but 


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Personality:


Cold, calculating. Edward is a man of many many talents. Mysterious and skilled, always ready for a fight and always prepared for anything he isn't one to take chances. He's also a great motivational man. Leading an army of humans who are somehow convinced he is a god they would gladly follow him to there deaths no matter what. Some say he brainwashed them but that's all rumors and accusations that can't be proven. Edward is also rather cold naturally. He's close to very few people for fear of losing some one and having to deal with the pain and loss.


Bio:


Growing up in a military family Edward grew up under harsh rules and hard training.  Going to a military school right off the bat with harsh drils and training there he also found out he was a genius. Graduating at the top of his class and Being embedded with the thoughts of war and battle throughout his young life he was first in line to join the army when his time came.


Taking every thing he could get to become the best, augments, DNA enhancements, cybernetics through military experiments and contracts he signed. He became perfect. Quickly climbing the ranks faster than any other in history till he got to his current rank. He did everything he could to be the best at everything. That's when he met them. Met the people that follow him. Three at first. Generally radical people that were in the military they took Edward in almost immediately and treated him like a brother but soon treated him more like a superior. [COLOR= rgb(39, 42, 52)]the original three are radical thinkers and they saw him through the training camps and his battles. They thought the way he fought and how skilled he was could only be done by a god so they started to believe more and more until they fully believed him to be a god then started to spread the word to others who were "radical" thinkers and others who would easily believe as well. Making those people join and keep reinforcing there believes of him being a god[/COLOR] Soon others were quick to follow him for reasons he didn't understand but didn't argue with it as more and more joined him. Later he had found out that the original three who were now calling themselves the order and preaching about how they see him as his true self and how he was [COLOR= rgb(39, 42, 52)]Sent from the heavens to bring the human race to the aliens beyhond[/COLOR]. Keeping there cult a secret they perfectly kept them selves as nothing more than rumors that no one could prove. Edward of course denied any allegations that he was apart of these rumors which he was perfect at making people believe him. Like moths to a flame this idea of Edward being a god spread like wildfire till he had baciacly an army of people who believed. Beleived with every fiber of there soul that he was indeed a god.


Then when they made contact with others he insisted the military send him. They did.... but before they could make contact with others he disappeared for before suddenly returning later. No one knows where they went but all they know is since then they have been colder and deadlier than before.


Wip
 
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Name:


Solia'Zephyrus Vas Onishera


 


Race:


Ascended


 


Appearance:



 


Rank or specialization:


Formerly: Head Scientist of the Ascension Program


Currently: 7th High Chancellor of the Ascended


 


Weapons and skills:




 


Mechanical Expert


Expert Biologist


Experienced Diplomat


Good Cook


Singer


Musician


 


Personality:


A warm individual, known for a cheery laugh and a friendly attitude not often seen in the hierarchy of the Ascended, Solia is known as a woman of strong faith and unbreakable will. She is Loyal to those that show her kindness in return, and even towards races like the Lunishan, she tries her best to display a civil nature with them. Rare to anger, but frightening when done, She is a woman not many wish to trifle with. She shows a strong love for family, and a strong hope for peace, and has often shown signs of emotional pain when her actions are being questioned by her very own twin.


 


Her love for her family is only matched by her love for discovery. She shares an inquisitive nature, and constantly strives to invent better and more powerful technological devices. She has spent the last four hundred years in an attempt to build a terraformer, to aid the Vos in resettling their homeworld, showing just how far her dedication is willing to take her.


 


Bio:


 


Born on the Planet Zephyrus, capitol of the Ascended species, Solia has always displayed an apt intelligence, quick hands, and a thoughtful personality. Graduating early from College, She has always held a naturally charismatic aura around her. Taking up recreational skills such as singing or music in her spare time, as well as a cooking, She eventually was accepted into the Ascension Program, an Early attempt at speeding up evolution. When the Coalition shut down the program, there was public outcry among the people, but through Solia's words and actions, this eventually quelled down. No longer than a decade later, She was elected to the Position of 7th High Chancellor. She is expected to take 6th Position when High Chancellor Zhass Uss retires.


 


Since taking on the position, Solia has attempted to go through the Coalition-laid means of allowing progress to continue and justice to be done for the races of the universe, both good and bad. Thanks to her, over a dozen concessions have been made in favor of her, and she has single-handily kept the Ascended from spiraling into larger conflict with the Coalition, citing that they needed to work with the Coalition and bring about change through legal means, not through violence. It is an often widely held belief that Solia is the only thing keeping the Ascended from completely Seceding from the Coalition. 


 


Tragedy struck Solia and her family almost a century ago: On a return trip from a vacation resort, pirates attacked the ship they were aboard. However, one of the pirates damaged the ship's main reactor, causing it to go critical. There were no survivors. 


 


Solia bears the burden of those lost souls on her shoulder, but worse is the soul of the living she must deal with: Her own younger brother. His anger has begun to spiral out of control, and his words to the public, both inside the Ascended and outside to the other races, borderlines on treason, as he has been verbally attacking and criticizing the Coalition. She has tried multiple times to calm his fury down, but to little avail. She hopes to receive help from the outside races, before her brother something she knows he'll regret. Taking him along with the meeting was her way of getting his mind off the issues at hand.


 


Name:


Mehrunes'Jitatsu Vas Onishera


Nickname: Rune


 


Race:


Ascended


 


Appearance:



 


Rank or specialization:


Admiral of the Fleet of Perpetual Justice


 


Weapons and skills:





 


Expert Tactician


Emergency Medical Technician


Charismatic 


 


Personality:


Quick to anger, Vengeful, Intelligent, and Charismatic. These describe in short terms the personality of Admiral Mehrunes Onishera. A person notably for his devotion and loyalty to those that have gained and earned his trust, and a fierce vengeful rage towards those that betray it. His love for his friends is only outmatched by his love for his people, many considering him a patriot. He shows a warm heart to many, but on the exterior hides it behind a rough personality.


 


Mehrune also has a strong hatred for Criminals. Every time he has lost someone to them, his first action is to find the biggest hold-out they have, and crush it with unrelenting force. He is seen by many as the type who has a hammer and sees every problem as a nail. He also holds a personal distaste for Coalition, as he questions whether or not they actually do anything.


 


Bio:


 


An Intelligent and Emotional person, Mehrunes has always been stronger built than most of his family. He attributed it towards the large amount of energy as a child, and his constant drive to experience the most of the Universe. Showing an aptitude for strategy and quick thinking, he was allowed to enroll early in a military career training. Within a century, he was placed in a command position of his own. His personal philosophy is 'Treat your men like you treat your family, and they'll follow you to hell and back' and it has never served him wrong. Following a successful defense of the planet Chugga from a Large-Scale pirate raid, holding his ground with only a barley-trained militia for a two week long siege until reinforcements came, He was awarded the Position of Admiral, and was offered ships, but chose to build his fleet from scratch.


 


The Captains, Pilots, and Soldiers under his command were all hand-selected by him, thus forming the Fleet of Perpetual Justice, and since it's formation, has had a long stream of successful operations, and the Artificial Units are treated with the utmost care and respect. Over two thousand successful missions during his career, Mehrune has only lost a small number of ships and soldiers, but each one has a place among his ships Hall of Valor, a small memorial for each life lost under his command, each one he quickly avenged.


 


However, the one thing keeping him from a High Chancellor Position? His constant agitating over Coalition Regulations.


 


Since the restrictions began, Mehrunes has been an outspoken Critic over the Coalition Leaders actions, going so far as to call them Ineffective and Snow-backs (slang for cowards). However, this was kept to a manageable limit thanks to his sisters intervention. Since the destruction of the Cruise ship, and his parents subsequent demise, His anger has increased, and he has begun hating the Coalition, publicly blaming the Coalition partially for their death, somewhat because of the restriction of military personal being allowed and because they had failed to find the culprits responsible, and prevented him from hunting them down himself. He has begun a Campaign in an attempt to gain support to finally secede from the Coalition, and urges other races to do the same.


 


Now, with this New Race joining the Frey, he hopes to convince them against joining the Coalition, and to finally hit the Coalition where it hurts. If a race were to refuse to join, Mehrunes believes it would be publicly damning for the Coalition, and it would finally begin to break their support down. This doesn't mean he hates the races involved, and still believes in helping those that need in, but believes that so long as the Coalition is in power, no-one is properly safe.
 
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Name: 
Reshim Tulshiv aka the Unweaver


Race: 
Shiva


Appearance: 
Reshim stands 6'5", the shorter range of the average Shiva. His feathers are a lighter shade of crimson fading to black the closer to his body. The feathers on his crest are trimmed to the point where only the black parts of the feather remain, indicating that something unfortunate happened previously. They will remain that way for two more years. His traditional clothing is nothing more than a green, decorated robe with a hood. In Shiva culture, formalities don't exactly exist. It's either you're there or you aren't. Clothes aren't something they took much time into perfecting. His non-combat or Council related gear is a full-body suit similar to his combat gear, but without any combat properties. His combat gear is a matte black, slightly armored, fully body suit capable of modification. While all bodies of Shiva suits are similar, the helmet is almost always different. Reshim has always preferred a boxy triangular shaped helmet. He had also been given some ceremonial gear through his father's will, though he has only worn them once before his Korvashiva.

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Rank or specialization: 
Saboteur of the Sheshim battalion. Now on his first ambassador mission.


Weapons and skills:
Weapons include a standard X30-0 sub-machine gun, a programmable device ingrained into the left arm (often used as a stun device), and a reinforced medium-carbon steel knife. His combat suit is currently modified to contain inertia dampeners on the feet to silence his footsteps and absorb some high falls. Currently, he is working on a hologram grenade, though its status is considered non-functional.

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The sub-machine gun.
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The gauntlet
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The knife
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The hologrenade

Reshim's skillset includes the natural capabilities of the Shiva in adaptation when fighting something he wouldn't be able to normally. Unlike the Shiva, this adaptation generally ends when it comes to creating last-minute gadgets. He's broken more tech than not when he was forced to modify last minute. If he has time to test his personal inventions a multitude of times, everything generally works out. However, when he is forced to create a makeshift gadget, say to escape a pursuit, those gadgets generally break and become useless. This "skill" really comes in handy when trying to "fix" someone else's things. Especially those he is considered enemies with, politically or socially. The Shivan military had saw, well...more so experienced it, after they had dismissed him and decided to see if they could take advantage of his unpredictable hands. He has proven very successful at breaking both programs and machinery. Through his training, he's also adept at moving relatively stealthily through enemy territory.


Personality: 
He retains many of the stereotypical Shiva traits: stuck-up, rude, xenophobic, possessive, etc. All those great things. What separates him from the rest of the Shiva is the fact that he is more patient than most Shiva. He is capable of waiting an incredibly long time to achieve what he wants to achieve. Recently, he's been given some training to be an ambassador speaking as professionally as possible, which at many times has proven difficult for an untrained Shiva (because of this, very, very few Shiva will be present initially). He's capable of taking a bit more verbal nonsense from aliens than the rest. Many have considered this strange behavior almost to the point where something may be wrong with him. Most just point to the fact that he had lost his first Korvashiva, though others have just argued he's ill in some form. Both would be accurate statements.


Bio:
As with all Shiva, Reshim was taken from his parents after a few years to be educated in the Shiva's schools. These school were graded on, not necessarily knowledge, but the ability to overcome increasingly tougher obstacles, whatever those obstacles may be. Most young Shivas solve their problems with making gadgets that fulfill their needs. If there is no tech around, they try to become as unpredictable as possible, attempting to adapt to their situation at hand if possible. This, however, was not the case with Reshim. Whenever he was tested for fights, instead of making gadgets capable of helping him, he would create gadgets that would break his opponents, leaving them with no advantage over him. More often than not, he would often get in trouble with authorities because of his constant sabotage of other student's work. Destroying another students work isn't exactly encourage with a species that is dependent on their tech. Reshim clearly didn't understand this well.
Their graduation is not dependent through a letter grade, but more through their success in their Korvashiva. Anytime in their 25th year of age, they will be given a week notice telling them that their fight is now scheduled and must be performed at the end of the week. A week wasn't nearly enough time for Reshim to create a functioning product, unlike most Shiva. The gadget he had attempted to create was a holographic "grenade". It was meant to create multiple copies of himself through a very small display on the top of the disk shape "grenade". He called it a grenade, but in reality in its current state it was just a holoprojector. There was no time to test his grenades as by the time the week was over, he had only just finished his project. Thanks to the lack of testing, the project did not work in his Korvashiva. As he stared at his Korva opponent, the non-functioning projector on the floor next to it doing literally nothing, Reshim grew impatient, something he has never done before. He grew impatient and angry. This left him incredibly vulnerable, making stupid decisions in his fight, leaving him open to the one blow that had knocked him out and even cracked his beak. He had lost within the first round of his Korvashiva. The live crowd that had been watching threw loud profanities at him, laughing at his failure, calling him an embarrassment to the Shiva. The referees judging the competition had carried his limp body into the hospital attached to the building hosting the Korvashiva and before they scanned him to see if there were injuries, they cut his crest feathers. He had awoke in the room with all the other losers for the day, both Korva and Shiva. Unfortunately he was the only Shiva there. Before any of the Korva were able to laugh or even try to kill him in their anger, he fled the building to head toward the Gamemasters to demand a rematch. Of course, they denied as rematches are not allowed. He was forced to wait until his second Korvashiva or join the military to regain his rights. Reshim had left the building, a broken version of what he once was.
Reshim was left to live the next ten years distraught, depressed, and embarrassed. His Korvashiva was over and now all that was left was his one year of military training. He went through basic training, as was required, with other Shiva pointing and laughing at his trimmed feathers. It wasn't difficult for Reshim to go through boot camp, and it would have been easier if the others weren't so insulting to him. This didn't last too long, luckily, as the majority of the Shiva had left after their first year. Something had started to build within Reshim, something that had started to bug him. Something in his gut had started to churn. He had decided to continue his military training, allowing him back his rights without having to perform his second Korvashiva. Those training him weren't sure where to put him. He took too long to create gadgets to be an infiltrator, he wasn't the greatest shot and couldn't be a sniper, frankly he couldn't really do much. They had, in turn, dismissed him from the military.
Before his dismissal, Reshim had learned from eavesdropping about a newer branch of the Shiva military they were planning on creating. From what they described, it was a branch stemming off of the infiltrator class troops that, instead of performing both duties of a saboteur and assassin, they would split them into two separate classes, but still have them grouped in the same stealth parties. Reshim had finally thought he had found his position and purpose. As he was dismissed, he wasn't allowed to rejoin the military, yet this didn't stop him. Nothing would. He couldn't take another failure, for his own sanity, even if it meant going to prison for treason to achieve his goals. He set up a plan to scare the generals into making him the first saboteur specialist, to show them what he is worth through force. Reshim had hacked into his fort's lighting programs, setting them to turn off their generator at very specific time. He had copied his failed hologrenade's design and created a somewhat functioning version. He duplicated this grenade and place them everywhere around the fort, creating the image of what seemed to be a Shiva army invading the fort. Once the time had come, Reshim had activated his grenades and turned off the lights. A panic spread through the fort and through the chaos, Reshim, under the name of the Unweaver, had convinced the generals to train him to be a saboteur. Unfortunately the grenades had once again malfunctioned not too long after the incident. Reshim felt successful for once, yet unsatisfied with his work. After many attempts, he had once again convinced the generals to make him an off-planet specialist. He was grouped with a few other new saboteurs in what would then become the Sheshim, a young, yet accomplished and well-known group among the Shiva people.
Yet this feeling in Reshim just wouldn't stop. He had asked to be the ambassador for the Council's latest briefing of the unknown threat and welcoming party for the humans. He hasn't heard much of them and is curious what what they could be worth.
 
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Name: Drul Senole


Race: Lynderal 


Appearance:


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Rank: Former Credit Enforcement Division slicer (hacker) and Freight Pilot. 


Weapons & Skills: Z-21 Blaster pistol, Holo-pad. Drul is a natural born hacker who can crack high-level encryptions in a matter of minutes. Or so he says. To be honest, he's decent. He is also a decent shot. His only redemming quality is that he can pilot almost any ship. Almost. 


Personality: Drul is one of the more...talkative of the Lyndreal. He is not the ideal Lyndreal, and that's part of the reason why he got stuck into a crummy job. His voice is a half-octave higher than most Lynderal, probably because he talks a lot. Drul is cowardly and is willing to betray his "comrades" if things get bad. He doesn't have a sense of honor like other people, but that would certainly change in time. Overall, Drul is a prankster/cowboy like Lyndreal who doesn't give a shit about what people think about his species cause he is nothing like them.


Bio: 


Drul was born in a nice middle class family in a small city in Loth. His parents were very...business-like. They both owned a small company and spent most of their time working on it. They tried to encourage their son to pick up the art of business, but young Drul wasn't really interested, instead, he played on his holo-pad. He was very talkative during his young years, sprouting out more words a day than the amount of money his parents earned a day. His teachers deemed him as a failure, and he dropped out of the academy. Nobody wanted to hire him, for he was weird, and talked to much. Plus he was a dropout. However, a banking agent noticed him and immediately referred him to the Credit Enforcement division. That was his saving grace. He got to hack into starships and repose them for the bank. Sure, it didn't pay well, but Drul didn't care for money...which was kinda strange. After 35 years in the CED, he quit and became a freelance pilot for a shipping company. One day, his banking friend called him and asked if he was avaliable. The Lyndreals needed a pilot for soem kinda mission ordered by the Coalition. Drul was certainly available, and he headed to the coordinates given to him. 
 
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